Init
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// Copyright (c) 2008-2021 NVIDIA Corporation. All rights reserved.
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#ifndef RENDERER_MATERIAL_INSTANCE_H
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#define RENDERER_MATERIAL_INSTANCE_H
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#include <RendererConfig.h>
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#include <RendererMaterial.h>
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namespace SampleRenderer
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{
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class RendererMaterialInstance
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{
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friend class RendererMaterial;
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public:
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RendererMaterialInstance(RendererMaterial &material);
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RendererMaterialInstance(const RendererMaterialInstance& other);
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~RendererMaterialInstance(void);
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PX_FORCE_INLINE RendererMaterial &getMaterial(void) { return m_material; }
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PX_FORCE_INLINE const RendererMaterial::Variable *findVariable(const char *name, RendererMaterial::VariableType varType)
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{
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return m_material.findVariable(name, varType);
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}
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void writeData(const RendererMaterial::Variable &var, const void *data);
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RendererMaterialInstance &operator=(const RendererMaterialInstance&);
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private:
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RendererMaterial &m_material;
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PxU8 *m_data;
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};
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} // namespace SampleRenderer
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#endif
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